Mobile Games - EU-27

  • EU-27
  • Revenue in the Mobile Games market market in EU-27 is forecasted to reach US$5.01bn in 2024.
  • This is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.17%, leading to a projected market volume of US$6.76bn by 2029.
  • By 2029, the number of users in the Mobile Games market market in EU-27 is anticipated to be 0.00.
  • User penetration is set to be 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • When compared globally, in China is expected to generate the most revenue (US$34,660.00m in 2024) in the Mobile Games market market.
  • The average revenue per user (ARPU) in the Mobile Games market market in EU-27 is forecasted to be 0.00 in 2024.
  • In the EU-27, the Mobile Games market is experiencing a surge in demand, driven by innovative game designs and interactive storytelling.

Key regions: Japan, Germany, South Korea, China, Asia

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Mobile Games market in EU-27 is experiencing significant growth and development. Customers in this region have shown a strong preference for mobile gaming, leading to increased demand and a thriving market.

Customer preferences:
Customers in EU-27 have embraced mobile gaming as a popular form of entertainment. The convenience and portability of mobile devices have made gaming accessible to a wide audience, including both casual and hardcore gamers. The popularity of mobile games can be attributed to their easy accessibility, diverse genres, and immersive gameplay experiences. Additionally, the availability of free-to-play games with in-app purchases has attracted a large user base, as customers can enjoy games without the need for upfront payment.

Trends in the market:
One of the key trends in the Mobile Games market in EU-27 is the rise of multiplayer gaming. With the increasing availability and speed of internet connections, multiplayer games have become more prevalent and popular. Customers are seeking social interactions and competitive experiences, leading to the growth of games that allow players to connect and play with friends or other gamers across the region. This trend is driving the development of mobile games with robust multiplayer features and online communities. Another trend in the market is the integration of augmented reality (AR) and virtual reality (VR) technologies into mobile games. These technologies provide a more immersive and interactive gaming experience, allowing players to engage with virtual environments and characters in a more realistic way. The adoption of AR and VR in mobile games is enhancing gameplay and attracting a new segment of customers who are looking for unique and innovative gaming experiences.

Local special circumstances:
EU-27 is a diverse region with various languages, cultures, and gaming preferences. Game developers and publishers need to consider these local special circumstances when creating and marketing their mobile games. Localization efforts, such as translating game content and adapting gameplay mechanics to suit local preferences, are crucial for success in the EU-27 market. Additionally, complying with regional regulations and data protection laws is essential for building trust and ensuring customer privacy.

Underlying macroeconomic factors:
The growth of the Mobile Games market in EU-27 can be attributed to several macroeconomic factors. The increasing penetration of smartphones and tablets, coupled with the availability of affordable data plans, has expanded the potential customer base for mobile games. The region's strong economy and high disposable income levels also contribute to the growth of the market, as customers are willing to spend on mobile games and in-app purchases. Furthermore, the EU-27 market benefits from a well-developed digital infrastructure, which supports the distribution and monetization of mobile games. In conclusion, the Mobile Games market in EU-27 is thriving due to customer preferences for accessible and immersive gaming experiences. The rise of multiplayer gaming and the integration of AR and VR technologies are driving the market's growth. Local special circumstances, such as language and cultural preferences, play a significant role in shaping the market. Additionally, underlying macroeconomic factors, such as smartphone penetration and disposable income levels, contribute to the market's development.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)